Paypal backs down, donates to blog Regretsy's Secret Santa fund

PayPal temporarily shut down, then restored a Secret Santa fundraiser by the humor blog Regretsy.
PayPal temporarily shut down, then restored a Secret Santa fundraiser by the humor blog Regretsy.

PayPal has backed off an online spat with humor blogRegretsy after getting withering Web feedback for shutting down a drive to buy holiday gifts for children in need.

And the online payments service is even chipping in to help buy a few more gifts after temporarily shutting down the Secret Santa fund because the for-profit site was running it.

"(W)e can confirm that the funds have been released and we are working directly with the account holder on this matter," a PayPal representative said via e-mail. "We are also making a donation to Regretsy to help families in need this holiday season. We're very sorry this occurred."

Run by actress-comedian April Winchell, Regretsy is a snarky blog created primarily to mock what it considers awkward, ugly or otherwise head-turning offerings on the arts-and-crafts site Etsy.

But, perhaps in a bid for some good karma, the site maintains a charity fund that has given money to causes from breast-cancer research to Etsy community members in need.

Last month, Winchell, who uses the pen name "Helen Killer" on the blog, put out a call for community members who knew of children at risk of not getting gifts this Christmas. On December 1, she announced that 200 children had been approved and put out a call for donations -- one that she wrote raised thousands of dollars in a few hours.

"You people make me sick," she wrote, mocking, as she frequently does, the tone some Etsy users take when they find their work has been featured on Regretsy. "Funded. Overfunded, in fact. In just a few hours. We now have enough money to make gifts to the families, as well as these kids. Good job a--holes."

Then came the trouble.

On Monday, Winchell wrote that PayPal, which was processing the donations, shut down the drive because she had used a "Donate" button that she learned is only for nonprofit groups. She said she had a "very long and jaw-dropping conversation with an incredibly condescending representative," who told her she had to refund donations.

She wrote she hatched a plan to return the donations, then "sell" the toys that had already been purchased to the donors, only to be told that, too, violated PayPal rules.

PayPal said it has clear guidelines for any business that uses the service to collect donations. (The statement did not directly address whether Regretsy had violated those guidelines, saying it can't comment directly on accounts due to privacy policies). The representative said such guidelines are required by law.

"We appreciate that this can be an inconvenience, but we have a responsibility to all our customers -- both donors and recipients; or buyers and sellers," the PayPal rep said. "In this instance, we recognized our error and moved as swiftly as possible to fix it."

In a post Tuesday afternoon, Winchell thanked her supporters.

"I would also like to say that I did not expect this kind of global outpouring of support, and I truly believe that had you not all made your voices heard, no one from Paypal would have ever felt compelled to make this right," she wrote, noting that "Regretsy" had become a top trending topic on Twitter. "There is no real support or appreciation for the consumer anymore. The customer is always wrong.

"I am extremely grateful to all of you for your efforts. If Paypal is sincere about allowing us to make these gifts, you will have made a difference for 200 children and their families this holiday season."

In an email later Tuesday to CNN, Winchell said she'd had an "encouraging" conversation with PayPal and that they were still discussing a donation to the fund.

After responding to a CNN request, PayPal's blog was updated with a post with the same statement, attributed to Anuj Nayar, director of communications.

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Game review: This 'Zelda' needs a refresh

"The Legend of Zelda: Skyward Sword" doesn't offer fans of the series much that's new.

"The Legend of Zelda: Skyward Sword" is, in a way, a tough game to figure out.


On one hand, the "Zelda" franchise has provided many hours of enjoyment for fans for 25 years, while chronicling the adventures of everyone's favorite green-hat-wearing elf, Link. This game has that.

On the other hand, I was looking for something that was going to advance the franchise in new directions and possibly break some new ground. That didn't happen.

"Skyward Sword" is full of what we've come to know and love about Link. Maze-like terrain, challenging dungeons, familiar weapons and, of course, the quest to find Zelda. There is little here that we haven't seen before.

Epona, Link's trusted horse, has been replaced by a giant bird that carries him to distant locations. Unfortunately, there isn't much challenging or exciting about riding around on a flying bird after you've done it once or twice. (But, since Link is based this time out on a city floating in the sky, trying to ride a horse around could have gotten messy very quickly, I suppose.)

I was also confused about where this game falls in the "Zelda" timeline. Link appears to be slightly older, but he doesn't have any of his traditional garb or weapons. He is a recruit in the knights' program and, in fact, has to earn his familiar hat and clothing. Contrast that with previous games where Link looks like a kid.

Unfortunately, Link also seems to be missing his personality. He is, as always, silent, but really shows no reaction to anything that happens around him. In an early segment, Link is getting bullied but shows no outward emotions. It is Zelda who arrives to chastise the bullies and defend him.

Nintendo has said "Skyward Sword" lays the foundation for the events in "The Legend of Zelda: Ocarina of Time," but it doesn't feel like a precursor at all.

The gameplay is slow, with plenty of moments of inaction. Its pace is almost leisurely as Link goes from one mission or dungeon to the next. There's no sense of urgency, but that does allow players to fully explore without feeling as if they're missing something.

Environments are vibrant, with collectibles and creatures lurking around every corner. There is a maze-like quality when you're trying to reach some areas -- with only one path in and one path out. Usually, some puzzle needs to be solved to open the pathway and allow Link to continue.

Instead of Navi ("Hey, Listen!"), a mystical creature named Fi acts as sort of an artificial-intelligence program, helping out whenever something new comes up or if a player gets stuck deciding what to do next. Fi lives in the handle of Link's sword and comes out when summoned. She can also evaluate your gameplay and scan the surrounding area for any dangers or monsters.

Combat is decidedly different, since the game requires you to use Nintendo's Wii MotionPlus Control.

Defeating monsters, or solving some puzzles, requires precise motions to get past obstacles or slice open new pathways. This was a welcome change from straight button-pushing and injected a new level of challenge into combat.

The nunchucks attached to the Motion Plus Control act as your shield during combat and also help with special moves such as rolling or shield-bashing your enemies. The two controllers together work very well and made the combat enjoyable without making it tiring.

In the end, "The Legend of Zelda: Skyward Sword" is an underwhelming game that mostly sticks to the successful path that Link has been on for the past 25 years.

This is one series that can keep fans happy with its familiar concepts and characters. But the new game's minor tweaks don't inject new energy into the franchise. I wonder where Nintendo can take "Zelda" next without considering some radical changes.

"The Legend of Zelda: Skyward Sword" is available now in Europe, North America, Japan and Australia. It is a Wii exclusive title and is rated E10+ for Everyone 10 years old and older due to animated blood, comic mischief and fantasy violence. This review was done with a review copy of the game.




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Super Mario 3D Land – review

Super Mario 3D Land
Super Mario 3D Land ... the little plumber gains an extra dimension

How does Nitendo do it? Every other year the Japanese publisher releases another Mario platforming title, and every single time it does, the result is brilliant.

Mario may have starred in some rather naff games over the years, but when it comes to platform adventures, he's in a class of his own. This may explain to some degree why Super Mario 3D Land is the first new game produced for the 3DS that justifies the cost of the console all on its own. It really is that good.

Moreover, it's perplexing that Super Mario 3D Land wasn't a launch title for its platform, because not only is it a great game, it makes the console's 3D visuals integral to the gameplay.

In certain sections of the game – a top-down level involving platforms floating in the sky, for example, or some bonus levels which plonk barriers in the player's path – the 3D display becomes absolutely vital to the player's progress.

The 3D visuals are used as more than just a neat gimmick, and instead become an organic part of the overall experience. In this game, players will find their progress becomes more difficult and frustrating unless they play it in 3D.

The game's appeal is bolstered further by the quality of its design. Granted, this is a Mario game and players know what to expect to a degree – ghost houses, music blocks, coins, mushroom power-ups and flagpoles at the end of every level – but while the levels themselves take more than one or two cues from earlier games, they are bursting with new ideas.

Super Mario 3D Land

They're also constructed in such a way that allows them to be enjoyed in bite-sized gaming chunks. This is a game that is designed with your working week commute in mind; every level – at least, initially– is easy to beat, provided you're not the sort of player who is obsessed with collecting everything on their first play-through.

The power-ups in the game are mixture of new and old. The Fire Flower and Tanooki Suit return, with the latter of offering the player a degree of control over their jump airtime that comes in very handy in certain stages. There's the Propeller Box, a new riff on the Propeller Mushroom from New Super Mario Bros, which allows players to execute huge vertical leaps and slow their descent.

The Boomerang Mushroom is a new power-up that gifts Mario a never-ending supply of boomerangs, which the player can use to take out foes and collect coins.

The power-ups feel incredibly balanced throughout the game. Rather than give the player an endless list of options, Nintendo has chosen here to limit the number of power-ups available, but make them all the more valuable to the player in terms of their level progression.

The difficulty level in the game accommodates all levels of players – up to a point. Mario veterans will blaze through the first six worlds with relative ease before mistakes start costing them lives.

Super Mario 3D Land

Once they've completed all eight worlds, a further eight are unlocked – which are essentially re-jigged versions of the original eight, with the difficulty level ramped up considerably.

This is the content that ensures longevity with the hardcore. The extra levels are fiendishly challenging, and most of them are speed-run time trials that box the player into an intense, nail-shredding gaming experience.

Perhaps the most impressive aspect of Super Mario 3D Land is how the game makes use of all of the Nintendo 3DS's capabilities as a console, without the sense that any of its aspects feel tacked on or shoe-horned into the proceedings for the sake of it.

The thumbstick and face buttons offer a great degree of precision and the 3D visuals – as has been mentioned – are a key part of the gameplay. The gyroscope comes into play during instances where the player uses binoculars in the game to spy Toad in the distance – who, upon being discovered, will toss out a star coin or power-up. Streetpass rounds out the package, offering players gift boxes containing extra power-ups and coins.

All of it is shot through with the Mario series' trademark adorable charm which, if anything, makes the game easier to like. Not that it needs it; Super Mario 3D Land is one of the best Mario games in recent years and easily the best new game for the 3DS platform.

In the current era of handheld casual gaming, it deserves to be a hit. Not only does it offer an engrossing and challenging experience, it's perfect for gaming on the go.

The meticulous craft that has gone into its ingenious design is enough to warrant admiration from even those players who have no time for the portly plumber. As for the rest of you – and we're assuming you're Mario fans – you're in for a real treat.

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Extraction: Project Outbreak – review

extraction-app
Extraction: Project Outbreak 'will keep you glued to your phone'.

For all the hullabaloo surrounding the "mobile gaming revolution" there are few games that really tailor themselves well to the medium. Point and click and tower defence games are obvious fits for touch-screens, but the more popular genres, specifically shoot-'em-ups, have struggled – tacking on glitchy joysticks and buttons that obscure the on-screen action. So it's nice to see Shortround construct a title from the ground up, with Extraction: Project Outbreak (App Store, iPhone, 69p, Shortround) reaping the benefit.

A top-down shooter, reminiscent of the classic Cannon Fodder, you control a single mercenary flung into a war-torn land, filled with genetically altered prisoners now resembling that gaming stable, the zombie. The controls are flawless: tap on the screen to move, swipe over enemies to select targets – rubbing over multiple foes will chain up attacks allowing you to gain greater XP, which can be used to upgrade and buy new weapons. It's a combat system that the developer is rightly proud of: the ability to play with just one finger.

Given the care that's gone into the controls, it's a relief that the visuals are a match, with excellent detail in the backgrounds. The different mission types do get a bit samey – protect scientist, escort solider, build turret gun – but it's addictively bite-size and the desire to max out all the weapons will keep you glued to your phone.

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Microsoft cuts Black Friday prices on Kinect, laptops, games

Customers play a Kinect dance game at the grand opening of the 14th Microsoft Store in McLean, Virginia last week.
Customers play a Kinect dance game at the grand opening of the 14th Microsoft Store in McLean, Virginia last week.

(CNN) -- Microsoft may be a relative newcomer to in-store retailing, but it's getting the hang of this Black Friday thing.

The computing giant, with 14 retail stores across the U.S., is diving into the post-Thanksgiving shopping madness with a slew of substantial new discounts on laptops, phones, software, games and its Kinect gaming system for the Xbox 360 console.

The sale begins online Friday at 12:01 a.m. PT, when most Microsoft stores will open, and lasts through Monday. Some of the deals are just available in stores, while others are offered only at Microsoft's online store.

Among them:

-- Sony S137GX notebook: $599, normally $999 (online only)
-- Samsung RC512 laptop running Windows 7: $499, normally $799
-- Acer Iconia Dual-Screen Touchbook: $599, normally $999
-- Xbox Ultimate Gaming Bundle, which includes accessories, a game and a 90-day Xbox Live membership: up to $200 off
-- Kinect Sensor Holiday Bundle, which includes three games: $100, normally $150 (not available online)
-- A free Windows Phone with a two-year service agreement (the site doesn't specify the carrier)
-- Office Home and Student suite of software: $120, normally $150

Microsoft also is cutting prices -- in many cases by half -- on such recent popular Xbox games as "Assassin's Creed Revelations," "Battlefield 3" and "Madden 2012." See its Facebook page for an entire list.

These discounts are much deeper than those announced Wednesday by rival Apple, which is trimming prices on iPads, iPods and Macs by less than 10%.

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Next up for Apple, it's iTV – the television that will respond when you shout at it

Steve Jobs
Comments made by Steve Jobs to his biographer have heightened speculation. Photograph: Justin Sullivan/Getty Images

Apple is designing a television that you can shout and gesticulate at – and it will understand you.

Having revolutionised the music and mobile phone industries with its iPod and iPhone, the company is planning an "iTV" to turn couch surfing into a hi-tech experience.

The Japanese firm Sharp has been asked to begin commercial production of Apple TV screens in February, with the sets available in the second half of 2012, according to analyst Peter Misek at the American bank Jefferies.

"Other TV manufacturers have begun a scrambling search to identify what iTV will be and do," Misek claimed. "They hope to avoid the fate of other industries and manufacturers who were caught flat-footed by Apple."

An internet-connected TV offering seamless links to cloud services to download films – as well as a new level of interactivity – could threaten other manufacturers as well as taking viewers away from pay-TV giants such as BSkyB. Senior engineer Jeff Robbin, who built the iTunes service and helped to create the iPod, is reported to be overseeing the project. Speculation reached new heights when the TV project was mentioned in a biography published soon after the death of Apple's founder Steve Jobs last month.

Jobs told his biographer: "I'd like to create an integrated television set that is completely easy to use. It would be seamlessly synced with all of your devices and with iCloud. It will have the simplest user interface you could imagine. I finally cracked it."

In October the US patent office published a filing by Apple for "real time video process control using gestures", which describes using infrared, motion and other sensors to read the user's movements. Gestures could edit video, or "throw" it from one device to another, say to transfer a film from a mobile phone to a bigger screen.

The patents mention facial recognition, to tag individuals within videos so that home videos can be grouped according to who features in them. This autumn the iPhone was updated with a highly accurate voice control application called Siri, and some observers believe it will feature on the TV sets.

What sounds like science fiction is already in use by niche products. Chinese manufacturer Hisense unveiled an internet TV last month which runs on Google's Android software and allows the viewer to issue commands with a wave of the hand.

Microsoft's Kinect, which links to the Xbox games console to TV sets, acts as a digital video recorder and reads voice and gesture commands. Users can rewind, fast forward, call up menus, or select games and channels without having to find the remote control.

Thanks to four microphones, it separates the user's voice from other noises in the room and users must say "Xbox" before speaking a command.

The venture is a risky one for Apple, whose previous foray into the world of television resulted in a rare failure. Apple TV, introduced in 2007, is a box that can store video and connect the TV to the internet or to the laptop to view photos. However, its latest model is thought to have sold no more than 2m units, compared to 40m iPads since March 2010.

Apple TV already incorporates some gesture commands, using the iPhone as a remote: users can flick it left or right or drag two fingers across its screen to fast forward or rewind, and tap to play.

Misek says the iTV could have an initial production run of 5m to 10m units, and will use liquid crystal displays. The company declined to comment.

Apple has taken over an entire Sharp factory to make its latest generations of phones and tablet computers, which will appear next year with brighter, less battery-draining screens. It is estimated to have spent $500m to $1bn buying manufacturing equipment for the plant, and retooling of a production line is believed to be under way to produce TV screens.

Technology researcher Benedict Evans at Enders Analysis was sceptical about revolutionary an iTV could be. He said that accidental gestures could disrupt viewing, adding: "It would be like sitting in Sothebys and desperately not moving so you don't accidentally make a bid for £10m."

The project will open a new front in Apple's battle with the South Korean consumer electronics giant Samsung, which already makes internet-connected TV sets and has been competing against the US group to produce high-end tablet computers and smartphones. The two are locked in an international patent disputes, with some 20 court cases around the world.

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Apple starts publishing weekly iPhone and iPad apps charts in the UK

A close up of an Apple iPhone 4 screen showing the App Store and various social media apps
Apple is publishing weekly rankings for its App Store in the UK for the first time. Photograph: Alamy

Apple has started publishing weekly charts for paid and free apps oniPhone and iPad in the UK, through a partnership with the Press Association.

The charts are based on sales and downloads in the company's British App Store over the previous seven days, although no figures are published with the rankings.

The first set of charts have just been published for the week ending 20 November, and are topped by Dekovir Inc's Amazing Breaker (paid iPhone), Ming Liang Chien's Hardest Game Ever (free iPhone), Apple's own Pages (paid iPad) and BSkyB's Sky Movies (free iPad).

Two trends that stand out from the data: Apple continues to make hay from its own paid iPad apps: four of the top 10 in that category are internally-developed applications.

There is also clearly a strong demand in the UK for TV apps, with Sky Movies joined in the top 10 by ITV Player, 4oD Catch Up and Channel 5's Demand 5. The BBC's iPlayer is surprisingly absent, despite being the seventh most popular free iPad app in the live App Store rankings at the time of writing.

Developers may be wondering why this is news, given that all these charts are already available for all to see on the App Store itself, with a greater depth. Those charts are a snapshot of what's been popular in the last few hours, though. The new rankings are a more standard weekly chart.

The benefits for Apple are clear: if media outlets pick up on the charts, it will cement the App Store's reputation. Watch for press stories labelling the rankings as the "top apps", without specifying that they relate to one platform only.

Google (for Android), Research In Motion (for BlackBerry) and Microsoft (for Windows Phone) all have their own app store charts, but do not currently publish weekly roundups in the UK. Perhaps Apple's move will encourage them to follow suit.

Could this be a step in the direction of a cross-platform weekly apps chart with figures, as is seen in other industries like music and games? Don't hold your breath. There have been attempts to aggregate this kind of data though: most notably the GSMA and comScore's chart of connected mobile apps, which was published in June 2011.

Apple's first weekly charts are published in full below:

iPhone (Paid Apps)

1. Amazing Breaker – Dekovir
2. WhatsApp Messenger – WhatsApp
3. Hardest Game Ever – 0.02s PRO – Ming Liang Chien
4. Angry Birds – Clickgamer.com
5. Superman – Chillingo Ltd
6. FIFA 12 by EA Sports – Electronic Arts
7. Fruit Ninja – Halfbrick Studios
8. Sleep Cycle Alarm Clock – Maciek Drejak Labs
9. Camera+ – tap tap tap
10. Blueprint 3D – FDG Entertainment

iPhone (Free Apps)

1. Hardest Game Ever – 0.02s – Ming Liang Chien
2. Facebook Messenger – Facebook
3. Crime City – Funzio
4. Amazing Breaker Free – Dekovir
5. Place My Face – MUGOCO
6. Solitaire – Byterun
7. Idiot Test – Way Too Funny – CreativeNose
8. Finger Olympic – Fingerway
9. Glass Tower 3 – iDevUA Treelight
10. WordSearchUnlimited Free – VirtueSoft.com

iPad (Paid Apps)

1. Pages – Apple
2. Sonic & Sega All-Stars Racing – Sega
3. Minecraft: Pocket Edition – Mojang
4. Shadowgun – Madfinger Games
5. Extraction: Project Outbreak – Chillingo
6. GarageBand – Apple
7. The Cube – All3Media International
8. Numbers – Apple
9. Keynote – Apple
10. Scriblenauts Remix – Warner Bros

iPad (Free Apps)

1. Sky Movies – BSkyB
2. ITV Player – ITV
3. Blood & Glory – Glu Games
4. iBooks – Apple
5. 4oD Catch Up – Channel 4
6. Demand 5 – Channel Five
7. Solitaire – Byterun
8. Snoopy's Street Fair – Beeline Europe
9. FilmOn Free TV Live Football Sports News – FilmOn.com
10. Gmail – Google

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